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Start Your Engines ...
The event will consist of three (3) qualifying Heats, each
a 2-lap race, and a 3-lap Final. The game is now a "C"
coached event and will be able to be taught during the heat.
Heats will use the standard two-lap car sheets.
Heats will be scheduled for three hours and this will be enforced
by adjudication.
Final will allow racers to customize setup using 20 total
car points. The track for the Final is predetermined and will
be announced at the Final, prior to car setup.
We are pleased to have Asmodee
present again and supporting the event with tracks and assorted
game prizes from their line of games.
Any players taking excessive time should be brought to the
GM's attention. If deemed appropriate, the offending slow player
will receive a warning. Upon the second warning the racer will
be Black flagged, removed and written as DNF for the race. Multiple
Heat entries are allowed, even after you have won a prior Heat.
Winning a heat will not necessarily guarantee you a spot in the
Final. Multiple Heat entries may improve your chance and position
in the Final (see below). Each Heat will use as many different
tracks as are necessary to accommodate all players. Generally,
each board will have between eight and ten cars. Heat races will
be divided as randomly and evenly as possible. Players may use
any track they agree upon, with exceptions listed below. Due
to time constraints, races will generally end and finish positions
will be recorded the instant the third car crosses the finish
line. Players may choose to "play it out" if all agree
and time permits. Cars that crash will be ranked in reverse order
of the location of their crash.
Example: Nick is in Turn 4 and is the first driver to crash,
but Josh is in Turn 3 and crashes after Nick has moved. Nick
will place higher than Josh due to distance of race completed.
Qualifying for the Final: Ten players from preliminary
Heats will qualify for the Final. Heat winners will be ranked
using a system based on the MESE tiebreakers. In order, the following
criteria will be used:
1. Most wins
2. Win in first Heat Entered
3. Win in only one heat entered is ranked behind any combination
of a win and place in two heats.
4. Average finish in all heats entered, with tiebreaker being
best finish in first heat entered.
5. Low Die Roll to break ties within rankings for qualifying
positions.
Example of Ranking:
1: Nick has two wins in two heats
2: Jason has a 1st and a 2nd
3: Tom has a 2nd and 1st
4: Harrison finished 1st
5: Josh finished 2nd and 4th.
6: Doug finished 3rd and 3rd.
7: Lance finished 3rd in only one heat (rolls a 4 on a d20)
8: Bill finished 3rd in only one heat (rolls a 14 on a d20)
Thus it is possible to advance without winning, depending on
total number of games and who appears for the Final. I will rank
all heat Winners in order and the Top 10 will advance.
PLEASE BRING A COPY OF THE GAME.
TRACKS:
The players in each group for a Heat will decide the track they
want to use for that Heat with the exception of Indianapolis
(#26) and Daytona (#30) which are not allowed. If the players
cannot agree on a track within a few minutes, the GM will assign
one for that group. Pole positions cannot be rolled until after
the track is decided.
STARTING POSITIONS:
In each Heat each player will roll the black die with the Lowest
number getting the 1st position. In the Final the top ten qualifiers
will be assigned positions based on their ranking as described
above.
CAR / PIT SELECTION:
The pole sitter chooses their car color combination first (with
the matching pit area), followed by second, etc.. In this way,
positions in the pits will be determined by pole positions.
RULES Clarifications: All races will use all of the Basic
Rules, plus Slipstreaming, Redlining, and Rally to the Finish.
SLIPSTREAMING: Things to Remember: Slipstreaming is always
optional. You must be in 4th, 5th or 6th gear and in the Same
or Higher gear as the car you are slipping. If your slipstream
move ends behind another car, you may slipstream again as long
as you qualify normally. If slipstreaming carries you into a
corner, you must use a brake point (but still move the full three
spaces). This is called Late Braking. No Brake Point means that
the slipstream is not a legal move. You slipstream exactly three
spaces. You may not move over one lane, ahead one space, and
then move over another lane, even if that is the only available
movement option because of traffic. If it is, you cannot slipstream.
In a corner you move three extra spaces following the corner
arrows normally. If you overshoot the corner with a slipstream,
the normal overshooting rules apply (tires points, no lane changes,
etc.).
REDLINING: Once per turn and at anytime during their
turn a player may cross off one Engine point and move their car
forward one additional space. You may not use your last engine
point to Redline and deliberately blow your engine. You may Redline
in order to make it into a corner, to get into Slipstreaming
position, or to get into the lead on the home stretch, thereby
rolling first and winning!
You may Redline as part of over-shooting a corner, but all the
usual penalties apply to over-shooting: the extra space costs
you a tire point and you may not change lanes with the Redline.
RALLY to the FINISH: In the event that you blow your
engine on the final lap. You can "coast" to the finish
line. You must shift down one gear each subsequent turn, no more,
your engine has blown. You roll and move as normal, including
slipstreaming, until you come to a stop. You are then considered
to have coasted off the track. It is possible to win in this
fashion, it is not possible to coast to the pits and repair the
damage. Once the engine is gone there is no repairing it.
Additional Rules for the Final: The Final will be a
3-lap race and will use all Advanced Rules except Time Trials,
Weather and Tire Types. Each player will construct their car
using 20 Points.
GAME PLAY: When it is not your turn, please plan ahead.
This is the time to calculate your distances to corners and think
about what your options are for the next move. When you turn
arrives, you will be expected to shift gears and roll promptly.
A player may move their car forward or may count with their finger
touching the track, but either way is considered to be moving
the car. While moving a player may only take back the previous
space; they may not take back several spaces and may not restart
their move from the beginning. Some moves may take a bit longer
to plan and everyone playing should be considerate of the other
players, both while you are moving as well as when they are moving.
If you think a player is delaying the race unfairly, or is trying
to take back moves repeatedly, please notify me so I can handle
the situation. As GM, I reserve the right to take whatever remedial
action I determine to be necessary if a player peatedly violates
this (or any other) rule of the tournament and disrupts the game.
Repeated slow play will result in disqualification.
RULES CLARIFICATIONS: This is a non-comprehensive listing
of some common rules clarifications. All players are expected
to know the rules so hopefully this list will address some of
the most common questions.
THE FINISH LINE: As per Descartes / Asmodee rules a
car must completely cross the finish line to win. You must cross
the finish line - not just have your car situated on it as could
happen on most tracks in the middle lane.
USE OF TIRE OR BRAKE POINTS: You may use all of your
available brake and/or tire points in any turn. The misunderstanding
comes from the rules section on Blocking, which does have limits.
"FUEL" POINTS/TRANSMISSION POINTS: They are
used for over-revving the engine when you skip gears down shifting.
TWO CORNERS IN ONE TURN: Remember that if you overshoot
a corner and end in another corner, you are NOT considered to
have stopped in the second corner.
BODY DAMAGE CHECKS:When you pass a car and change lanes
so as to end directly in front of it, neither car checks for
body damage. Of course, you still have to check for any other
cars you are also next to. The Inactive cars make a single roll
of 1. If you drive and end your movement directly behind a car
both drivers make a body damage roll.
Example: Jim drives into a turn and is directly in front of
Steve, directly behind Sarah, and touching Jake and Irving on
the sides, Sarah, Jake and Irving will each make one roll, taking
body damage on 1 as normal. Jim will make 3 rolls, taking body
damage on each roll of a 1.
ENGINE CHECKS: Remember that an Engine Check caused
by your own roll of a 20 or 30 is not taken until the end of
your turn, so that you get to move normally that turn even if
you then blow your engine. We are using the standard rule that
everyone in 5th or 6th gear must make an engine check whenever
anyone throws a 20 (in fifth gear) or a 30 (in sixth).
PIT STOPS: To enter the pits, a car must have a movement
point to move out of the pit road and into the colored pit area.
This uses one space of movement. While there appear to be two
separate pit areas for each color, the game does not differentiate
between them. Each car leaves pit road into the "first"
pit space, but each car may exit from the "second"
pit space.
In the Heats only the Basic Game pit-stop rules are used.
The Quick Stop rule is not optional, but is mandatory. You must
roll the black die and on a 1-10, you exit the pits that turn
in 4th gear, or less. If your path is blocked, you do not suffer
any penalties. Your car just stops behind the blocking car.
In the Final the Advanced Pit Rules will be used. If you only
replace tire points, then the Quick Stop rule is mandatory. Remember
that you have two Wear Points to use in the pits to replace any
of the following: Brake, Fuel (Transmission), Engine, Bodywork
and/or Road-Holding.
NOTE: That's two Wear Points total throughout the race, not
two points per pit stop.
ROAD HOLDING: This will only be used in the Final.
Like engine and bodywork points, your car must have at least
one road-holding point to function. It is out of the race when
it loses its last point.
Dangerous spaces are created whenever a car loses an engine point
involuntarily, bodywork point, or is eliminated. Note that choosing
to Redline will not cause a dangerous space. Mark dangerous spaces
where the loss occurred, Puerto Rico colonists work well.
When a car enters a dangerous space, a black die is rolled. On
a 1-4 the car loses a road-holding point.
MOST IMPORTANTLY: Have fun!!!
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